Differing lightsaber stats?

By daddystabz, in Star Wars: Force and Destiny RPG

I have noticed 2 different stats for lightsabers in the game books. The original ones had 10 dmg and the other stats I have seen have 6 dmg and slightly different crib ratings.

Did they get merged by the revs or is there some other reason for the different stats?

The lightsaber in Edge of the Empire and Age of Rebellion represent a lightsaber once possibly used by a Jedi, with a fully modified crystal; in fact, I'm pretty certain the damage/critical numbers are just all the mods on an Ilum crystal. The lightsabers in Force and Destiny represent a newly fashioned hilt with an unmodified Ilum crystal, something that a fledgling Force and Destiny character would make themselves. It's not errata or a discrepancy; they are two separate items that serve different purposes.

The EotE/AoR Lightsaber also has zero hard points, while the FaD ones have 2 after the crystal is installed. but yeah the EotE/AoR are supposed to be relics while the FaD are more like a newly crafted one made by the user.

To clarify the above with numbers, as I know some people (like myself) have an easier time when they can see the numbers.

The Lightsaber given in the Edge of the Empire and Age of Rebellion core rulebooks have the following stats:

Damage 10; Crit 1; Breach 1, Sunder, Vicious 2

The Basic Lightsaber in the Force and Destiny core rulebook says it uses an Ilum Crystal in a basic hilt and has:

Damage 6; Crit 2; Breach 1, Sunder

If we look at the Ilum Crystal in the Lightsaber Crystals section, we can see it has the following mods:

4x [Damage +1]; 1x [Crit -1]; 2x [Vicious +1]

If we add that to the basic stats above, you see we arrive at the exact same stats as the Edge and Age Lightsaber. They're the same thing, just at different stages of their journey. The Edge/Age 'sabers are those that spent decades in the hands of a Jedi, being tweaked and perfected multiple times along the way. The initial stats in Force are for a lightsaber that an aspiring Padawan has just created, with a lot of efficiency and wisdom yet to be gained.

Edited by Absol197

Not to mention, the lightsaber in AoR & EotE has no corresponding skill for those character to use it with. In those game settings it really is an elegant weapon for a more civilized age, and a forbidden relic. F&D assumes that most or all of the party will be Force sensitive, or at least familiar with the Force's existence and usage. Finding a lightsaber in AoR/EotE is akin to finding a Skipray Blastboat with the "keys still in the ignition." In F&D, even though your PCs are complete novices, they could possibly all start with lightsabers - hence the toned-down starter version.

By the way, it isn't the damage that you need to worry about, it's Breach (and Sunder, to a lesser extent).

Also, with the incorporation of other crystal types in the FaD core rulebook, it's quite possible to have a lightsaber that has some very different stats than the EotE/AoR lightsabers.

Personally, I'm rather partial to the Dantari and Mephite crystals, with Dantari being easier overall to get fully modified (Damage 9, Crit 1, Breach 1, Sunder, and can convert a FP generated when rolling Force dice as part of a Lightsaber combat check to regain 2 points of strain). Meanwhile, a Mephite crystal when fully modded being a bit burlier than an Ilum crystal but not requiring quite as many mods, though it does have the drawback of pretty much alerting any Force user with Sense that "looks around" that there's a strong Force presence in the area.

As others have said, the EotE/AoR lightsabers are relics of the past, much like Anakin's lightsaber was in the original trilogy and especially in The Force Awakens, and really are something that FaD PCs should be striving towards and only achieve with a lot of time and effort poured into it.

That reminds me. How do the "modification options" for Lightsaber crystals work? I don't get them simply put. And there is no explanation for it.

So I get this base damage of 6 and crit of 2, plus Breach and Sunder 1 qualities. And it uses 2 hard points. But how do these modification mods work for it then? Is there a cost of getting them? Can I get them all? Or am I limited by hard points as each of them uses one? Or what?

Modifying the lightsaber handle works like any other weapon - spend money of the attachment and slap it on as long as it has enough hard points. Usually, this is the crystal and maybe a customized hilt that gives it the Superior quality. There's a few others, like curved hilts, but these are probably the most common.

The modifications (generally adjustments to the crystal) also work like any other weapon attachment that can be modified. It costs 100 credits for the supplies and you have to make a Mechanics check with a difficulty that increases every time you make a modification. So the first modification would be Hard, the second Daunting, the third Formidable, etc. Note that if a force user is modifying their own lightsaber, they reduce the difficulty by 2 so the first check is Easy, the second is Average, etc.

Additionally, when a force user is modifying a lightsaber crystal they get to add their Force dice and count any light side pips as as successes.

You can make as many modifications as you can afford and make successful checks. Like with any attachment modification, if you fail the check you're out the cash and that specific modification can't be made to that attachment.

So, if you're starting with a base Ilum crystal and try to make one of the +1 damage modifications and fail, you can't make that adjustment but the other +1 damage modifications are fair game. Your lightsaber will just never be able to have the same max damage as someone who succeeded all the checks.

As such, most characters will probably take a long time to fully mod their lightsaber because they'll want to make sure they'll have enough ranks and modifiers to Mechanics to succeed on the check.

Edited by ghost warlock

Modifying the lightsaber handle works like any other weapon - spend money of the attachment and slap it on as long as it has enough hard points. Usually, this is the crystal and maybe a customized hilt that gives it the Superior quality. There's a few others, like curved hilts, but these are probably the most common.

The modifications (generally adjustments to the crystal) also work like any other weapon attachment that can be modified. It costs 100 credits for the supplies and you have to make a Mechanics check with a difficulty that increases every time you make a modification. So the first modification would be Hard, the second Daunting, the third Formidable, etc. Note that if a force user is modifying their own lightsaber, they reduce the difficulty by 2 so the first check is Easy, the second is Average, etc.

Additionally, when a force user is modifying a lightsaber crystal they get to add their Force dice and count any light side pips as as successes.

You can make as many modifications as you can afford and make successful checks. Like with any attachment modification, if you fail the check you're out the cash and that specific modification can't be made to that attachment.

So, if you're starting with a base Ilum crystal and try to make one of the +1 damage modifications and fail, you can't make that adjustment but the other +1 damage modifications are fair game. Your lightsaber will just never be able to have the same max damage as someone who succeeded all the checks.

As such, most characters will probably take a long time to fully mod their lightsaber because they'll want to make sure they'll have enough ranks and modifiers to Mechanics to succeed on the check.

Thanks! That explains a lot. :)